| Weapon |
Large blade (combat knife, axe, etc.)
1D6 DAMAGE |
|---|---|
| Skin | Candy striped |
| Tags |
CUSTOMIZED
Deals an additional 1 DAMAGE and has a weapon skin (p. 141); coveted by enemies.
INDESTRUCTIBLE
Impervious to everything; can withstand any amount of pressure or corrosion.
STUN
Those damaged by this weapon cannot move or act until their current HP changes. |
Generate weapons
| Weapon |
Sword
1D6+1 DAMAGE |
|---|---|
| Skin | Insect cloud |
| Tags |
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
BANE
Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected.
LIGHT
Weighs almost nothing. Grants +1 on REFLEXIVE rolls that involve this weapon. |
| Weapon |
Heavy misc. (e.g. railgun, laser)
1D6+2 DAMAGE |
|---|---|
| Skin | Blood red |
| Tags |
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
VALUABLE
Utterly unique in history or make. Can be used as a bargaining chip in almost any situation.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon. |
| Weapon |
Concussion grenade
1D6 DAMAGE |
|---|---|
| Skin | 3D6 previous owners' names |
| Tags |
ANTI-MATERIEL
Deals double DAMAGE to vehicles and structures; cumbersome to carry around.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it. |
| Weapon |
Bow
1D6 DAMAGE |
|---|---|
| Skin | Tied rabbit's foot |
| Tags |
SAPIENT
Communicates with its wielder by thought; roll 1D6 for disposition: bloodthirsty, caring, craven, excitable, morose, stoic.
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
GRIP
Custom materials and ergonomic design; the referee can never state that you drop this weapon. |
| Weapon |
Heavy machine gun
1D6+2 DAMAGE |
|---|---|
| Skin | Jury-rigged thingamajig |
| Tags |
EXPERIMENTAL
When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).
ICE
Makes surfaces slick and deals double DAMAGE to anything that requires warmth to function.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon. |
| Weapon |
Bolt-action rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Decorated with jewelry |
| Tags |
DUMMY
Appears to be a weapon, but is actually another mundane item of your choice (e.g. gun lighter, fake sword with a hidden compartment).
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
ARMOR-PIERCING
Attacks with this weapon ignore ARMOR bonuses granted by physical means. |
| Weapon |
Whip
1D6 DAMAGE |
|---|---|
| Skin | Pride flag paint job |
| Tags |
FLASHY
If you describe a unique and bombastic attack with this weapon, you can roll +CREATIVE to hit.
LOUD
Attacks with this weapon draw the undivided attention of enemies within earshot (and instantly reveal your position).
MENACING
Enemies who see a comrade slain by this weapon have a 1-in-1D6 chance to flee. |
| Weapon |
Assault rifle
1D6+1 DAMAGE |
|---|---|
| Skin | Rosewood grip |
| Tags |
EXPERIMENTAL
When each mission begins, roll D66 on this table for the weapon’s effect (if you get EXPERIMENTAL, create a new one with the ref).
HUD
Scans hostiles. When you kill something new, the referee will tell you a useful fact about it.
LUCKY
Rolling an ultra success while attacking with this weapon grants the user one WAR DIE. |
| Weapon |
Small ranged (slingshot, BB gun, etc.)
3 DAMAGE |
|---|---|
| Skin | Engraved word |
| Tags |
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water.
HEAVY
This thing is too big to be called a weapon. Once per mission, take +3 on a FORCEFUL roll that involves this weapon.
ELECTRIFIED
Deals double DAMAGE to robots and other complex machines. Shorts out running electronics and briefly electrifies bodies of water. |